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Suggestions Post any suggestions for new Wyvern content here that is too complicated to explain in the idea log or that you want to first get feedback on from other players.

 
 
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  #1  
Old 12-24-2011, 09:12 PM
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Default General ideas for wyvern

Well i've played this game for a long time and have many successful memories and characters (happyrabitz, tyranos, ulin, rabitz, erebus {banned}, ect ect) and played in almost all the eras and with the game coming up have a few ideas.

Blessings.
yes i said blessings. I think blessings could be a great idea. Everyone hates the idea of rding and dying to D-ray, well how about making a blessing for that? of for fire/cold/shock resist. Have a npc that grants blessings for a [x] amount set for a certain time like a potion. so for an example. i walk up to the blesser and pay 50k for death immunity for an hour. you can change the cost, duration and things the blessings do depending on the staple things everyone uses/dies from. I think it will add a better degree of playing. sure you have death immunity but who's to say you don't step on a summon trap and die, or get one shotted by a musk ox in an rd?

Better guild gear.
I always hated looking at a axeman and a pally and seeing them all wearing plat and a dsm -_-. there's no variety or items that make guilds worth it, there are items that i'd call "good" but dosent cut the cake. how about an amulet from the pallys guild for pallys that raises life by 5, and gives swords? or an bracer from the axemans guild that gives good armor and an increase to axes? You can let you imagination run with this oen and still be in line for what is broken and not while increasing diversity and not everyone piling into the same bracket of gear and play.

Fix jewel crafting.
I'd so much love to improve my gems and make them better. Maybe even incorporating gemming gear for effect.

Add more depth to races.
I hate seeing people play humans and halflings for everything. 99% of all pallys are human/halflings. axemans dwarves/human. maybe when you join a guild pay money to have your racials changed to more of a guild acceptable ones? Or make racials more of powers instead of skills.

More high level areas and less penalty for death.
If your not dumb getting to 25 is easy. 26_27 is manageable if you have time on your hands. The hard part is end game. even with spirit travel AVing for hours and having one death that erases all of that sucks. theres already the massive time consuming effort to level through millions of xp but when one death takes 800k away it makes you have to decide whether to not care and do the fun areas of LQ's or sit back and slowly train. making hard areas to train is fine. it makes them fun trying to beat them cause if you do the loot/xp is worth it, but no one wants to do the risk of skull cave when one death will set them back awhile, and it really hurts if you have a job or school and can only play a little.

More non-training fun things to do.
stamp/doll collections, crafting, mining, puzzels, soko, casino, all fun things to do. I love collecting dolls for a statue, or doing puzzels for items, or figuring out soko. Maybe make a few more things like that for the people that don't feel like grinding.

Better quest items.
everyone hate a stupid quest item, which sad to say are all of them cept 2 :/ add better quest items weather there for training/fun. also maybe more mini quests or daily quests for staple items like scrolls/potions/regents. example the minith healer tells you to go get 5 clovers and 5 mandrake roots to beat the quest to get 5 healing potions that cant be sold or given.

Hope you like my ideas, add some input or improve them
P.s sorry for the spelling, i've never been know for it
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Rabitz - human pally lv. 21 BANNED
golgren - fire giant cavie lv. 18 BANNED
erebus - lion axeman lv. 25 BANNED
subere - dwarf axeman lv. 18
tyranos - fire giant pally lv. 27
happyrabitz - halfling ranger lv 28 RETIRED
Ulin - human mage lv 25
habrab - human rogue lv 23
  #2  
Old 12-25-2011, 01:04 AM
Rarkvar Rarkvar is offline
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I like the whole blessing idea. Especially with the way death ray works now. As for my opinions on the leveling issue, level 25 is the highest level. Any levels after that are just rewards for playing the game. 99% of players are not supposed to reach level 30 if my understandings are correct.

I would like to see a main quest line incorporated into the game. Nothing like an ordinary quest line, more like something very important that some sort of figurehead of power has asked you to do. For example: You're walking around New Verdan and some of the NPC's mention that Lady Blackrose is looking for a powerful warrior to retrieve a stone from the wyverns dragon cave in the surrounding forests. Upon completion of this quest line you discover that the stone is actually an ancient artifact in which the ruler of Minath plans to use as an instrument to resurrect a massive dragon deity. A nifty way to incorporate some of the other quests into this one is to say that you will need cooperation from all of the guild leaders in order to gain entrance to the final quest area. This would be simple to do, just throw in another quest item from all of the guild quests that can be traded in for a "key" or a magical orb of some sort. Once the player reaches the top of the castle a massive wyvern is resurrected and set free to terrorize the world. After the first player completes the quest a new live quest can be added.

Of course the names and events would be different, but if I can come up with that in two minutes I'm sure the higher wizards or aspiring wizards can come up with something much better.

Another idea is live quests that offer rewards for everyone who deals more than a certain percentage of damage to the boss. For example, a portal is added to the live quest area and the only way to gain entrance is to have dealt at least 10% damage to the boss. That way the person who deals the most damage still gets the awesome LQ drop, and a normal artifact/rare item. Then all of the players who aided the victor also get a small reward for their efforts and risks, rather than risk dieing to a power house of a boss for nothing. The only LQ's that I like to participate in when I know I will not be winning are the Archus LQ's where my reward is running around DB'ing all of the easier monsters. So when Gore shows up to kill us all, instead of just Glacio winning by dealing a 30% damage, the other 3-5 players who dealt 10-20% as well get a small token of appreciation as well.

More 20-27 areas would be a nice addition as well.
However, most of the active wizards we have now are busy fixing some of the other kinks and bugs in the game's balance issues and playability.

Some more LQ bosses and prizes would be nice.

Some more level 25+ quests would be nice.

Macabre Olympiad needs some unmentioned tweaks.

In my opinion, we need two things to help Wyvern become more populated and interesting to play.

1- The game to come back up where Rhialto has more interest and time to put in it.

2- One or two more wizards who can work on creating and debugging their game content while our arch-wizards are busy fixing the major bugs and balance issues.
  #3  
Old 12-25-2011, 01:08 PM
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Nice thread. I only had time to skim, but seems like some good ideas.

A couple things: I don't think most players are even meant to reach the Hall of Fame, honestly. I'd say 80-90% probably don't, at least not until they've played for a long time. After your first, it's easy enough - but that initial learning curve is what makes it so difficult for newer players.

I like the idea of better quest items. Seems like that would require more quests, which I'm sure is something that was being worked on along with everything else. In general, I'd love to see more variety in items - DSMs and Plat seem to be the 'Gold Standard' for the most part, it'd be nice to see more variety in gear and especially in guild-only items.

Risk/reward ratio taken into consideration, all great ideas.
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  #4  
Old 12-26-2011, 10:12 AM
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If quest gave out items described as above, each quest would need to be vastly more difficult than is the current standard. As it is, anyone can beat any quest if they just dedicate some time to it. Usually how to solve/beat it will come to you eventually, and sometimes even by luck. I'm not saying that this is a bad thing, I'm just setting it out there that what we currently consider quest difficulty, is insufficient when compared to this idea.

Blessing, as you described it appears to be a poor fix in an unbalanced aspect of wyvern. If death Ray has become so powerful, or death protection too hard to obtain, as the case may or may not be, then the fix should be done to that, assuming it requires a fix. You are always meant to be afraid of dying. I might suggest that at this moment, dying to a death ray is too easily common, as a lot of monsters have it, but I would still refuse to abdicate this attempted balancing. If something is wrong, fix what is wrong, <metaphor>don't put a drip pan with a hole in it, under your leaky sink </metaphor>.

Would love better race depth. Although I'll leave specifics to those better qualified on it. Although I would like to add that within most major cities, the dialogue is lacking. We have quest that give such history and depth to them, but the cities are just for look (Basically). I would like to see some real side stories added to wyvern. Not for a practical purpose other than the atmosphere of the game.

I agree with less death penalty, only because of how daunting it is when you hit a rash of deaths. But I feel that the idea would make leveling too easy at the higher levels.

Agree with the idea for higher level areas. I never considered the game ending at lv 25, but by that time you can really only RD. I personally would like to see less RDs, and more high level areas, and possible group areas as part of that.
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  #5  
Old 12-26-2011, 11:56 AM
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Quote:
Originally Posted by Salkand View Post

Blessing, as you described it appears to be a poor fix in an unbalanced aspect of wyvern. If death Ray has become so powerful, or death protection too hard to obtain, as the case may or may not be, then the fix should be done to that, assuming it requires a fix. You are always meant to be afraid of dying. I might suggest that at this moment, dying to a death ray is too easily common, as a lot of monsters have it, but I would still refuse to abdicate this attempted balancing. If something is wrong, fix what is wrong, <metaphor>don't put a drip pan with a hole in it, under your leaky sink </metaphor>.
.
With full plat armor, and d-pro ammy, you still die to deathray, pretty much 100% of the time. You might live once, but then when the same reaper casts it a second time you will die.
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  #6  
Old 12-26-2011, 12:43 PM
Rarkvar Rarkvar is offline
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Quote:
Originally Posted by Crier View Post
With full plat armor, and d-pro ammy, you still die to deathray, pretty much 100% of the time. You might live once, but then when the same reaper casts it a second time you will die.
I agree. Spending all the time and money to get armor that will not completely protect you against death is discouraging. Being the highest level with the best armor and still being able to be killed from max hp in just one attack isn't exciting. Which is why I will never go down first in a random dungeon and will always stand very far away from anything that has D-ray.
  #7  
Old 03-27-2013, 12:02 PM
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Quote:
Originally Posted by Rarkvar View Post
I would like to see a main quest line incorporated into the game. Nothing like an ordinary quest line, more like something very important that some sort of figurehead of power has asked you to do. For example: You're walking around New Verdan and some of the NPC's mention that Lady Blackrose is looking for a powerful warrior to retrieve a stone from the wyverns dragon cave in the surrounding forests. Upon completion of this quest line you discover that the stone is actually an ancient artifact in which the ruler of Minath plans to use as an instrument to resurrect a massive dragon deity. A nifty way to incorporate some of the other quests into this one is to say that you will need cooperation from all of the guild leaders in order to gain entrance to the final quest area. This would be simple to do, just throw in another quest item from all of the guild quests that can be traded in for a "key" or a magical orb of some sort. Once the player reaches the top of the castle a massive wyvern is resurrected and set free to terrorize the world. After the first player completes the quest a new live quest can be added.

Of course the names and events would be different, but if I can come up with that in two minutes I'm sure the higher wizards or aspiring wizards can come up with something much better.
Multiple storyline quests. Say there are 5-10 quests you can only do between level 1-3, then another 5-10 for levels 4-6, and so on for say levels 6-9, 10-12, 13-15, 15-17, 17-19, 20-22, 23-24, 25, 26, and 27. You can only do one of those quests though, something about having completed the quest causes the other quest givers to not give you there quest, therefore you have to pick and choose (or stumble into) a unique storyline of your own by mixing and matching one quest from each group into your own story..... or if you decide to skip doing any quest in a range, you just weren't in the stream of destiny at the time.
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